Ranger
Base Class: Ranger

THIS IS NOT AN ARCHETYPE. This is a collection of variant features to replace spellcasting. To play a nonmagic ranger more akin to Aragorn or Oliver Queen, replace the Spellcasting feature and all upgrades to it with the features listed here.

Primeval Awareness, Share Spells, and Magic Conclaves Modification

Primeval Awareness from the original PHB ranger can be used once per short or long rest, as opposed to expending a spell slot. If you gain the Share Spells feature through the original PHB Beastmaster or Falconer (A QuixoticDragon Homebrew Archetype), you instead can share maneuvers, applying them to any attack made by your companion or yourself.

Some rangers- such as the Horizon Walker or the Monster Slayer- receive extra spells as part of their conclave features. In some campaign settings, your DM may not allow these conclaves to be used in conjunction with the nonmagic variant, while in others you will gain the spells as normal, but only be able to cast each one once per long rest unless you gain spell slots from another source. If you gain the spells in this way, they are granted via charms and runic symbols as opposed to innate magic.

Scout's Training

At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 9th level and one more at 17th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Herbalism

Starting at 3rd level, you can use herbalism to heal people. You gain proficiency with the Herbalism and Healer’s kits. You can spend part of any rest you take using these kits to gather useful plants and minerals for medicines. Mechanically, this manifests as a pool of healing power that replenishes when you take a short or long rest. With that pool, you can restore a total number of hit points equal to your ranger level × 5. As an action, you can apply a salve or administer a medicine to a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it, or spend the same amount to apply a poison on a weapon you are holding. When you or any ally hits a creature with a weapon poisoned in this way, you deal an extra 1d6 poison damage, after which the poison fades. You can cure multiple diseases, neutralize multiple poisons, or poison multiple weapons with a single use of Herbalism, expending hit points separately for each one. This feature has no effect on undead and constructs.

Lay of the Land

Starting at 9th level, you can declare that you want to take the lay of the land during a short or long rest, gaining the following benefits until your next rest:

  • You and your party cannot be surprised by ambushes.
  • You know about the three landmarks of your choice in the area, including major features of the terrain or bodies of water, prevalent plants, minerals, animals or people, powerful celestials, fey, fiends, elementals, or undead, influences from other planes of existence, and buildings or towns.

Using this feature, you can also spend one minute scouting the nearby area as your group travels, allowing you to find defensible campsites. A campsite found in this way grants the following benefits while resting in it.

  • Food, water, and/or firewood is within earshot of camp, any ally sent to get such things can return within a round.
  • The camp will be generally well defended, with one entrance, though this may be done with anything from trees to walls to a difficult-to-cross river.
  • Due to the ease of defense, the number of watches needed to guard it is reduced by a number deemed appropriate by the DM, as number of watches does vary from DM to DM.

Sharp Eye

Starting at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of camouflage, hidden structures, disguises, illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Relentless

Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

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